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I wouldn't want to see pandas nerfed in any way with fecas being made extremely potent. I want a panda to be every bit as good as a feca overall after both have been revamped.

I think Water branch is honestly fine now (minus that random wakfu spell), but if it was going to be changed, I think having a built in healing mechanic for their self or allies or both would be interesting. Perhaps their spells could apply a rejuvenating buff to allies and the panda casting that gets better as it stacks on them (like, being healed for a certain amount on their turn), while having the opposite effect on enemies. Maybe every 10 of this buff/debuff raises and lowers final resist by 1%. Giving allies 10% final resist at 100 buff, and enemies negative 10% final resist on 100 debuff. I think that would be very interesting and useful.

For fire, I think if the debuffs were actually good and somewhat consistent, without making the damage pointless, that it could be as what others requested, a debuff fighter. Able to put out acceptable damage with the added benefit of weakening the target's defense and ability to counter offense. Maybe -% damage, heavily -ranged, losing ap/mp, canceling out positive buffs while keeping negative ones, maybe a spell that heavily lowers their ability to be healed. I think a debuff that causes madness by a solid chance would be interesting. I never see it in action and think it deserves more use. It would be very enjoyable seeing an enemy misfire and hit allies or do stupid things every now and then. x3

For earth, I'd like to see this remain a burst damage option. Just about every branch has an option for all out damage, and earth seems built to do this as it forces the panda to hold their barrel to use its spells, making it much more difficult to use specialties. There should be some sort of buff mechanic built in and special abilities to the spells should remain to make up for the difficulty it will have using the class specialties. With that said, a passive specialty to reinforce this role probably wouldn't be a bad idea. The only off-tanking ability that the earth panda needs is the lock one. Every other spell should be dedicated to the role of doing damage and raising the status of their buff. The special effects of the other spells would best be utilized to complement the burst property of the class. Having those special effects be magnified through crits and making the built-in buff help with crits might be an interesting twist.

A fire fighter who finds its way to the advantage in the battle by messing with its opponent damage as well as with theyr buffs and applying its own debuffs, sounds like a good and unique offensive support character.

Theyd just need to make these changes in order to have significant impact in the enemy's capabilities. I guess one of the reasons why pandas arent popular characters is because theyr rol is meaningless in most of the fights.

As to the water branch I do think they need mayor changes.

Regarding the earth branch ive never had complains about it, it might need a few fixes.

Karchamrak
1 AP, 1/1 to 4 Range
If the Pandawa is carrying the target, all damage received will add 1 level of Destabilized.
Not sure about this: every 3 levels of Destabilized Karchamrak loses 1 Range. At level 10 the Pandawa drops the carrying target.

Barrel Hop
1 WP, 1 to 7 Range, 1 per turn
Teleports next to the Barrel
No information about Line of Sight restriction.

Bamboozle
3 AP, 1 to 6 Range

If cast on Barrel:
80% of all damage received by allies that are beside the barrel is redirected to the Panda.

Self:
1 Additional WP cost
100% of all damage received by allies that are found within 2 squares to the barrel is redirected to the Panda.

Incandescent Milk
If the Panda ends his turn in contact with barrel: +40 levels of Incandescent Milk
Incandescent Milk: +1% Fire damage per level if Thirsty is applied, max of 150% damage bonus.

Master of Merriment
Adds +20 levels of Drunk to allies that start a turn beside the Barrel.
+0.1 AP, +1% damage per level.
If the State vanishes: applies Hangover
-0.1 AP, -1% damage per level.

Bottomless Barrel
+40% damage to water and earth spells cast with the Barrel.
20% chance of releasing a puddle of milk per AP anywhere withing 3 cells of the barrel.
Puddle of Milk: heals 5(55) HP chromatic. One person can trigger up to 3 per turn.

Damn they nerfed the damage of Dairy Springer. I loved that spell Q.Q... And barrel 4 AP seems like too much whit its new hp system (40% from panda hp) lets say in a dungeon I have 1500 hp, barrel only has 600 hp, it could be destroyed easily in dungeons like Hagen Daz

I hope thirsty state improves some plays, because c'mon...Dairy Springer at lvl 100 42 damage and Explosive Flask 41 damage, only difference would be Dairy Springer cost (4AP 1 MP) and backstab damage...they apply same level of thirsty....thats nonsense

This post has been edited by SpartanJeff - December 10, 2016, 02:10:11.

Damn they nerfed the damage of Dairy Springer. I loved that spell Q.Q... And barrel 4 AP seems like too much whit its new hp system (40% from panda hp) lets say in a dungeon I have 1500 hp, barrel only has 600 hp, it could be destroyed easily in dungeons like Hagen Daz

I hope thirsty state improves some plays, because c'mon...Dairy Springer at lvl 100 42 damage and Explosive Flask 41 damage, only difference would be Dairy Springer cost (4AP 1 MP) and backstab damage...they apply same level of thirsty....thats nonsense

Damn they nerfed the damage of Dairy Springer. I loved that spell Q.Q... And barrel 4 AP seems like too much whit its new hp system (40% from panda hp) lets say in a dungeon I have 1500 hp, barrel only has 600 hp, it could be destroyed easily in dungeons like Hagen Daz

I hope thirsty state improves some plays, because c'mon...Dairy Springer at lvl 100 42 damage and Explosive Flask 41 damage, only difference would be Dairy Springer cost (4AP 1 MP) and backstab damage...they apply same level of thirsty....thats nonsense

The new sadida, the same nerf they did to totem

Totem, 4ap (40% of target's hp)

Quote (AK17 @ 05 January 2014 22:59)

Quote (Neneko88 @ 05 January 2014 22:06)

milk fountain nerf is so funny XD

It went from 70 damage at 100 to 55

That's not damage, read it again.

I read the pdf too and it says 55 degats (damage)

It also says under Pandawhack that water spells deal damage instead of heals when under the state of merry. Not only that, but they also get a damage bonus. If you're a hybrid water/earth that's basically an extra 30 base. AND the added 2 range for when you're using water as damage.

I am not sure how the state merry works, but the PDF says that it transforms heals into damage.
So far, the water branch acts similarly to Eni water branch. It seems pandas now have 1 damage spelland 4 healing, the only way to turn those healing skills into damage is through merry.

I think Pandas will be great healers with all that area of effect healing, the only issue is that they are taking down a whole branch for that xD but still, the synergy they brought between the two branches (earth and water) looks interesting.

What we have to do is to give ideas about how to improve the class for its next revamp (which the french community is doing), instead of thinking about how will it be playing with the changes described in that pdf

Sadly, the only official thread about the future revamp is on the french forums :s